I don’t usually do play reports, but what the heck …
I discovered that the youngest Henchling had invited his friend over (his friend’s older brother decided to come along too) to play D&D (well AD&D 1e) over the Easter break. The other Henchling, FOMO, decided that they wanted join in. The catch was, I found out that I was DM-ing, that we were playing tomorrow at 12pm and that my services were required for about 2 hours.
Flooding Complex
I scratched my head and remembered I had written a sort of puzzle dungeon (LINK) a few years ago, a dungeon designed to disorientate, and that was flooding to add some time pressure.
So, I went with that (with some tweaks), and decided to use 4 of the PC’s (picked at random) from my Carapace adventure:
These PCs were: Ganther (fighter; top left), Thanic (cleric; bottom left), Willan (magic-user; top right) and Han (Fighter/Magic-user; bottom right) – all about 5th level.
When I wrote this puzzle dungeon back in the day, I had a plan in mind, and I won’t lie, the dungeon played out how I envisaged, well near enough.
Dungeon Concept
The key concept here is that 3 of the rooms look nearly identical (left, right and bottom rooms) and there is a rotating corridor that links them. So, as the PCs explore the place, they might first think they are going in circles (which they sort of are).
Play report
OK, here is how it played out:
Prelude – I cut to the chase, they had a map and it had led them to a remote zigarat, where a tunnel in the zigarat led them to a darkened room, with a lever at the far end. I knew the oldest kid liked to be reckless, especially near the start of the dungeon, so sure enough he immediately pulled the lever. The floor collapsed and dumped them into the flooding complex:
Here’s the puzzle dungeon set up:
The PCs start in a big room, much longer than it is wide. Above is the hole they fell in from but is now blocked by rubble, although water is still gushing in. Left and right are rectangular door-like openings, but these are about 6 feet up off the ground. These door-like openings also have a waterfall like flow of water coming out of them. On the wall behind is a locked portcullis. In front is a wall with a circular shaped exit – careful inspection will show that around the circular exit are faded carvings depicting the large coils of a giant serpent (just coils, no serpent head).
Action 1 – the fighter Ganther decides to try Bend Bars Lift Gates on the portcullis on the rear wall, needing a 13% or lower on a percentile. They roll a natural 100%, which in this case is the biggest fumble possible. Joy is replaced by deflation. I decided that Ganther had wedged and jammed the portcullis in an nearly impossible position to open again, and in the process they have dropped an item through the portcullis (a magic tinder box that always allows them to light fires).
Here is the rest of the complex for context:















































